Sunday, October 11, 2015

Pirates of the Solar Wind

Here's one band of pirates that the heroes might face during an unexpected attack.


Atisako Fellum, Gran Pirate (Nemesis)
Brawn 2 Agility 3 Intellect 2
Cunning 2 Willpower 2 Presence 3

Soak: 3
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 2, Athletics 1, Brawl 2, Charm 2, Coercion 1, Cool 2, Coordination 1, Discipline 2, Gunnery 2, Leadership 2, Mechanics 1, Medicine 1, Melee 3, Negotiation 2, Perception 2, Piloting—Planetary 1, Piloting—Space 2, Ranged—Heavy 2, Ranged—Light 3, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 2

Talents: Call 'Em, Dodge, Grit, Lethal Blows, Quick Strike, Quick Draw, Rapid Reaction, Toughened

Abilities: Free rank in Charm or Negotiation; Enhanced Vision (remove up to two setback dice from ranged attacks and Perception checks due to environmental conditions; Adversary 1 (upgrade combat checks against this character once)

Equipment: Vacuum suit (counts as heavy clothing), heavy blaster pistol, vibrosword, comlink

At one time, Atisako Fellum was a confirmed pacifist and a staunch supporter of the New Republic. He looked up to the Jedi and their philosophies, and truly believed peace and justice could be promoted throughout the galaxy. The Clone Wars changed all of that. More specifically, the creation of the New Order—including the declaration of Order 66, revealing that the Jedi had plotted to take over the Republic—tore down all of the ideals in which Atisako had once believed. What was more, the bias of the Galactic Empire against non-Humans meant that the Gran found few opportunities for legitimate employment, and his frustration eventually led him to embrace a new way of life. Now he has gathered similarly disaffected Gran around himself, declaring themselves the Pirates of the Solar Wind. In his mind, the ways of the galaxy have changed, and it makes more sense to sail with them than against them.

Atisako Fellum still thinks of himself as a gentlebeing of fortune, and thus has more of a sense of honor than other pirates. To that end, he may be convinced to engage in a duel with bold individuals, and he tends to show favor to attractive females.


Gran Pilots (Rivals)
Brawn 2 Agility 2 Intellect 2
Cunning 1 Willpower 2 Presence 3

Soak: 3
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Astrogation 1, Charm 1, Cool 1, Gunnery 2, Mechanics 1, Perception 1, Piloting—Planetary 1, Piloting—Space 2, Ranged—Light 1, Vigilance 2

Talents: Dead to Rights, Full Throttle, Improved Dead to Rights, Improved Full Throttle, Skilled Jockey

Abilities: Free rank in Charm or Negotiation; Enhanced Vision (remove up to two setback dice from ranged attacks and Perception checks due to environmental conditions

Equipment: Vacuum suits, blaster pistols, Z-95 Headhunter starfighters

These pilots have been picked from among the ranks of the ordinary pirates and given advanced training in order to fly the band's Z-95 Headhunters.


Gran Boarding Party Members (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 1 Willpower 1 Presence 2

Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Brawl, Cool, Mechanics, Melee, Perception, Ranged—Light, Vigilance

Talents: None

Abilities: None

Equipment: Vacuum suits (count as heavy clothing), blaster pistols, truncheons, comlinks

These pirates admire and emulate Atisako Fellum, hoping to become gentlebeings of fortune just like he is.


The Solar Wind

These pirates operate a Wayfinder-class transport named the Solar Wind, with the addition of a second laser cannon. Aboard it they carry two Z-95 Headhunter starfighters. (See pages 258 and 263 of the core rulebook for details.) All three vessels are manned by pilots, leaving Atisako to lead the boarding party. Their usual tactic is to catch a target unaware, and then to beat it into submission with cannon fire. Once the vessel has been disabled, the boarding party moves in to bypass the airlocks and face any remaining resistance. 


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